Bugfixes:

Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2011-07-27 20:57:21 +00:00
parent 619c98bd8a
commit b0e69dcd99
15 changed files with 91 additions and 71 deletions
+2 -2
View File
@@ -240,14 +240,14 @@
loc = target.loc
if(!target.alien_egg_flag && ( ishuman(target) || ismonkey(target) ) )
if (!lamarr)
if (!lamarr && target)
var/mob/trg = target
death()
//if(trg.virus)//Viruses are stored in a global database.
//trg.virus.cure(0)//You need to either cure() or del() them to stop their processing.
trg.contract_disease(new /datum/disease/alien_embryo(0))//So after that you need to infect the target anew.
for(var/datum/disease/alien_embryo/A in trg.viruses)
target.alien_egg_flag = 1//We finally set their flag to 1.
trg.alien_egg_flag = 1//We finally set their flag to 1.
return
else
sleep(50)
+7 -3
View File
@@ -36,14 +36,16 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
distance = 0
if(distance < devastation_range)
for(var/atom/object in T.contents)
object.ex_act(1)
spawn()
object.ex_act(1)
if(prob(5))
T.ex_act(2)
else
T.ex_act(1)
else if(distance < heavy_impact_range)
for(var/atom/object in T.contents)
object.ex_act(2)
spawn()
object.ex_act(2)
T.ex_act(2)
else if (distance == heavy_impact_range)
for(var/atom/object in T.contents)
@@ -54,11 +56,13 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
T.ex_act(2)
else if(distance <= light_impact_range)
for(var/atom/object in T.contents)
object.ex_act(3)
spawn()
object.ex_act(3)
T.ex_act(3)
for(var/mob/living/carbon/mob in T)
flick("flash", mob:flash)
sleep(3)
defer_powernet_rebuild = 0
return 1